Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Unofficial DeI 12tpy Recruitment (Realism Version)
48 Comments
nwise2446 15 Nov, 2024 @ 5:50am 
It works on my recruitment times, but I'm unsure that it effects the AI. Anyone else find that?
Augustus II 8 Jun, 2023 @ 7:30pm 
It changes recruitment times, I use it. Just put it at the top of the load order
DeathNote 22 Dec, 2021 @ 5:37pm 
I don't think the mod you linked changes actual recruitment times. It's just other stuff.
TrippinDaJive  [author] 17 May, 2021 @ 5:27pm 
I know you guys have been wanting an update on this mod, but there is another mod author who made an identical mod as this one and it seems more ambitious, too. Here's a link to the page, it looks promising! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2486145654&tscn=1621284956
TrippinDaJive  [author] 6 Mar, 2020 @ 1:01pm 
@TacticalCouch it was updated as of Feb 20
Erik Hammarström 5 Mar, 2020 @ 1:41am 
Is there an update in the works for this excellent mod?
KsH 20 Feb, 2020 @ 9:36pm 
For sure, still playable. Just a few factions effected it seems.
TrippinDaJive  [author] 20 Feb, 2020 @ 3:19pm 
Yeah I don't know what to tell you. Before the update it worked fine for my case. And I haven't played realism since then so I don't know if something has changed. I hadn't tested it out with this new update at all; I just assumed it would.
KsH 20 Feb, 2020 @ 12:15pm 
I did. For at least 30 turns Macedon was stuck on 8 units constantly in recruitment stance.
TrippinDaJive  [author] 19 Feb, 2020 @ 4:51pm 
Hmm I'm presupposing you started a new game with it? I don't know if the update broke my mod. I would encourage you to play a bit longer and see what happens.
KsH 19 Feb, 2020 @ 10:11am 
its possible there were recruiting siege weapons, but I dont think I saw the buildings they needed in which to recruit said units.
KsH 19 Feb, 2020 @ 10:10am 
Two most notable were Macedonia and Syracuse
LordNasty 19 Feb, 2020 @ 3:30am 
Same as KsH..?
KsH 18 Feb, 2020 @ 7:11pm 
Ive seen several AI armies in recruitment stance for 8+ turns with 8 units that never seem to add units or do anything else, after enabling this mod.
atahmiscija86 15 Feb, 2020 @ 9:08am 
thank you thank you thank you cant play without this mod its so amazing again THANK YOU
TrippinDaJive  [author] 14 Feb, 2020 @ 10:13pm 
Should be up to date now.
Doom 8 Feb, 2020 @ 11:16am 
realism got updated just yesterday ... thus this needs an update
Lupis 8 Feb, 2020 @ 10:46am 
It stopped working. odd.
atahmiscija86 6 Feb, 2020 @ 4:34am 
please update it stoped working as of today
tonetone 18 Dec, 2019 @ 12:22am 
Thank you so much for this mod! Goes perfectly with Official DEI Realism I can't play DEI without these mods.
TrippinDaJive  [author] 15 Nov, 2019 @ 3:09pm 
@Ragnar My mod doesn't change building times. I actually worked on that aspect for the previous version of Realism but I've gotten too lazy to start again. And you know, those are some good suggestions. I'm not messing with population though cause that system is way too intricate and I may unbalance things. But siege turns? It sounds doable although I'm concerned the AI won't cooperate.
Ragnar 14 Nov, 2019 @ 9:23pm 
Hello Trippin, Does your mod change the building times?
Also I would like to suggest if you could to slow down the population growth feature that was added by DEI, since this mod is aimed at a more slow pace 12TPY.
Siege Turns in my opinion should take more turns, Cities back in ancient times use to be sieged for years before they ran out of food, huge major cities that is.
nnii2 11 Oct, 2019 @ 1:32am 
Hello! Really good Mod! I will use this mod next time.
btw there are more cities in your screenshot. How can I find more cities in campaigns?
I mean what mod makes more cites?
Immersaholic 25 Sep, 2019 @ 7:37pm 
Will do when I can, I've heard only good things though and initially it seems real cool. I'll let you know how my test campaign goes!
TrippinDaJive  [author] 25 Sep, 2019 @ 7:33pm 
It's all good man! Please let me know how your campaign goes so I can improve!
Immersaholic 25 Sep, 2019 @ 7:28pm 
Confirmed I am useless, thanks mate your a legend!
TrippinDaJive  [author] 25 Sep, 2019 @ 6:54pm 
@TLB Check out Total War Center https___:/www.twcenter.net/forums/showthread.php?798584-Submod-Unofficial-12tpy-Recruitment-Mod (remove underscore at the beginning)
Immersaholic 25 Sep, 2019 @ 6:46pm 
WAT!? Unacceptable!
:D
No worries cheers mate! Thank you for this mod its super handy! Would love to see a manual download of it though (hopefully I'm not being useless and haven't missed it)
TrippinDaJive  [author] 25 Sep, 2019 @ 6:21pm 
@ TLB nah it's all good man. I just noticed a levy unit took 2 turns to recruit as I was making the Alexander mod so I just changed it real quick. That's why I didn't really come up with a change log.
Immersaholic 24 Sep, 2019 @ 11:24pm 
uh oh new update? O.o
I always get scared of games breaking lol :P
TrippinDaJive  [author] 17 Sep, 2019 @ 7:10pm 
@Kevlar I didn't mess with stats. Would you tell me what submods you have though?
KevlarBurrito 13 Sep, 2019 @ 1:10pm 
I seem to have encountered an issue where the Tarantine Cavalry now only have 1 stat, an attack power of 7 and nothing else. Did this submod do that?
TrippinDaJive  [author] 8 Sep, 2019 @ 12:25am 
@ CoonVan It has to be loaded before the main DeI packs. There's also a mod limit to this game but I don't know what the amount is.
RaCoon2 [1ST EAL] i7-7700 7 Sep, 2019 @ 5:25pm 
Must this mod be above or below the DEI 1-3 parts in the load manager to work correctly? I have it now at the end/below, place 35 and 1Divide ~ 12 Turns per Year Submod (Dresden) at place 36, but they donot work.
TrippinDaJive  [author] 24 Aug, 2019 @ 5:57am 
@Ragnar recruitment period. The TPY is available under the author, Dresden.
Ragnar 21 Aug, 2019 @ 2:15am 
Hello Trippin, this mod just change the recruitment period or does it also change the TPY to 12?
TrippinDaJive  [author] 11 Aug, 2019 @ 10:32am 
Updated for DeI 1.2.5. Not 100% compatible with Alexander Submod (some units still only use 1 turn to be recruited). Will try to fix this later.
TrippinDaJive  [author] 7 Aug, 2019 @ 9:33am 
Working on the next update. It'll be out soon.
ZAGOgyLINA 5 Aug, 2019 @ 7:03am 
The mod does not work, update it.
Scipio 3 Aug, 2019 @ 6:54pm 
Message me and I'll send you the updated tables you'll need for this mod to be compatible with the new update, or even easier, join our discord server!
TrippinDaJive  [author] 2 Aug, 2019 @ 7:05am 
@Scipio No problem man! I have really been enjoying your submod.
Scipio 31 Jul, 2019 @ 10:12pm 
Great Job TrippinDaJiv3! I appreciate you taking the time to release a version for Realism as well.
TrippinDaJive  [author] 24 Jul, 2019 @ 4:48pm 
@taiwan- Yeah but it makes for a more tense campaign though because now everything has much more value than before. Perhaps in the future I may make a lite version of this submod for those with your tastes :)
jk 24 Jul, 2019 @ 1:26am 
I like this mod. It makes battles feel absolute. However, it does suck when you lose your navy and you have to wait 50 turns to get a new one. 3/5 - IGN
TrippinDaJive  [author] 22 Jul, 2019 @ 2:16pm 
This is just the recruitment process. The 12 turns per year mod is available on Steam and on the Total War Center under the author Dresden. I should also note that this mod hasn't been extensively tested yet but in the few campaigns I've started, the AI appeared to behave normally (regarding recruitment). Please let me know how your gameplay experience goes!
Doom 22 Jul, 2019 @ 1:47pm 
SO IS THIS JUST THE RECRUITMENT PROCESS OR THE 12 TURNS AS WELL ??
Doom 22 Jul, 2019 @ 1:45pm 
omg great .... just what i wanted for my dei REALISM EXPEREINCE